I'm curious as to what players think of it and how they use it.It's definitely a hard weapon to get my head around. I MOSTLY sorta kinda like it-, and think it has potential, but can't find much use for it really; it's more a CTF intel-stealing helper that otherwise seems to prevent the Scout doing the things he's needed for most in other maps.

The jump-handicap is interesting (I like it)! The downside is that until I fill the meter, I'm not helping my team (by slowly following behind them and taking potshots when Scouts are really needed to be running ahead). But what really kills this gun for me is the -30% damage penalty. IMO Damage that low on a scattergun just isn't worth the speed boost nor accuracy combined (in non-CTF maps).

I understand it's harder to find the right balance. A crazy idea:The meter fills up by running (like the Soda Popper), and the player's speed progressively increases with it (like the Escape Plan)- thus ensuring that Scouts can join the action sooner. The extra handicaps are the gun's range is reduced rather than increased, and/or it does no random crits?

Thoughts? Complaints? Success stories? Education on how to use the weapon properly?? I'm interested!

Try using it with a jumpstarter until you get the hang of unaided boost-ups. By jumpstarter, I mean crit a cola. It momentarily cancels out the movement and damage penalties, while still retaining the accuracy bonus. Once you have your speed up, you can retreat at lightning speed from any fight you can't win. Not even other scouts can keep up with you, unless they use the same combo. You can also use that same ridiculous speed to flank peope instantly and get some sick

I've heard of people loving the gun, but I just can't see a time where it would ever be useful. Jumping is such a huge part of Scout's game strategy, and I agree with you about the damage; the speed and accuracy is not enough to make up for it.

Basically, the way I see it, why use it when you can deal more damage, be just as accurate, and still jump whenever you wanted to? Just my opinion, though.

True. I like playing with the vaccinator, but when the gloves come off it's medigun all the way, the vaccinator can be shut down too easily if the other team is even attempting to coordinate, because all it takes is two classes attacking at once to negate your uber.

I can definitely see it being fun to some, but to me a fun loadout is one that I dominate with and that I can be most efficient with. Baby Face's Blaster just isn't the gun that provides that for me.

True. I like playing with the vaccinator, but when the gloves come off it's stock all the way, the vaccinator can be shut down too easily if the other team is even attempting to coordinate.

I REALLY like the Vaccinator, it's very fun to use and I absolutely love the mechanic. You really need to pay attention to what's going on, where as with the stock or Kritzkrieg you just heal the guys around you, don't die, and pop uber when it's time. BUT ARGLEBARGLEY THIS ISN'T A VACCINATOR THREAD

Especially when literally everyone on the other team wants to see youdead and they'll stop at nothing if it means they can make you drop your uber.

But... yeah. This isn't the vaccinator thread.

Another thing to combo with the blaster is your PISTOL, THE FORGOTTEN WEAPON.A superfast dude you can't even try to run away from, but also can't attack becausehe's always just out of reach, due to the extra speed. Generally, the blaster isn't a good weapon by itself, but it works well when combined with certain other weapons and items.

like you had originally said the damage penalty is what kills it for me. ultimately preventing the scout to be able to 2 shot classes at point blank, get in get out, kind of gameplay even with superspeed and no jumping. it should be noted that once you have max boost (99%) crit a cola stops being of any use aside from dealing more damage and dying faster, but hey thats what secondaries are for. wrap assassin is ok for that purpose too if you dont mind giving up your fish/pan in the process

What you can do is start out with the soda popper, run untill the bar is almost full, then switch to the BabyFace. The bar for the soda popper is the same as the Baby so you will be able to get (almost) full charge without hitting one person. Also, you can hit people with any of your weapons to gain charge, as long as you do damage to someone you will gain charge.

Using the soda popper as I said above will help you get the jump on the Red team in Attack/Defense rounds as you will go flying out at (almost) top speed. This weapon is also good with the Pritty Boy's Pocket Pistol. This combo is good because you don't want to jump and lose speed but you don't want to lose any health falling. The Baby is a good weapon for people who don't jump around a lot as scout.

Actually, the gun synergizes quite well with the pistol. It fills off of damage and quite fast too.Plus the thing has a bit of a wierd hitbox for it's shots, like a cross between the Shortstop and the stock Scattergun so it has a tad more range (IE safer)

Jumping usually means death for a scount when facing a skilled Solider or Demo anyway, so I wouldn't be surprised if it was outright banned in comp settings.

I use the gun myself a lot. The thing is great for when you don't NEED a Bonk! Atomic Punch to get by, plus it works nice with the sandman too, speed bost for landing the ball, free damage to speed yourself up or kill the guy if you're already maxed.

Remove the accuracy bonus and add a rate of fire bonus. Seriously, the accuracy boost makes it HARDER to hit things, and a rate of fire bonus (say like 20% to balance DPS) would help greatly in my opinion.